Mandragora: Whispers of the Witch Tree

Mandragora: Whispers of the Witch Tree

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Platforming Deaths
Honestly, I've died like 60+ times to platforming issues, and maybe 15-20 times to enemies/bosses? I'm in the mines in Gloomroot.

I've died 7 or 8 times just because I slightly tapped my head on a moving platform... Even when my "body" falls onto one of the other platforms about 2 feet below me.

Also double jump seems *really* ♥♥♥♥♥ when platforming over "death falls". I've died multiple times due to not being allowed to double jump even where it would save me. Yes, I jumped the first time first, I'm not doing it out of a terminal velocity fall.
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Showing 1-6 of 6 comments
I don't have that ability yet but honestly the platforming and level design is probably my biggest complaint with this game.

Just to name a few things;

Swinging axes are quiet and not very apparent. For an instant death trap it's the one I've tapped my head on accidently the most just running into an area and not noticing it. (PLEASE make these things louder from a farther distance)

There's one or two pits that are like this too. Very very easy to just run into.

Sometimes can't tell dead ends or if an area is safe because I don't know if it's death water/pit or walkable.

Progression in the vampire lords place at the top is basically invisible. I only knew I could climb up due to a comment on here. I know gamers like to meme about yellow tape, but having clear indicators for this is better than not IMO. If people really are going to whine, then allow them to turn this off entirely.

Save points in the frozen area are blended into the area. The first one I Saw was just so blended in I knew it was going to be a problem.

I really think this game should take Blasphemous 2 platforming ideas and not have spikes etc insta kill you. It could be an option (hell, for NG+ that sounds perfectly fine) but for most cases I'm not falling into a pit or getting hit by an insta kill due to poor platforming, but just because it's blending in too much to the surroundings or I ran too fast into it before I even had the chance to comprehend it. The latter is certainly my fault, but the game doesn't punish you 99% of the time for being quick with platforming/movement (and there's literally segments of the game about SPEEDING through an area as quick as possible). So having me potentially get gibbed by a chandelier I could've never seen coming, or struck by a quiet swinging axe feels bad rather than expected.

Same with clarity. Clarity should just never be an issue. This isn't a puzzle game or where's Waldo, finding the way forward or seeing traps should be fairly obvious if I'm being mildly observant, and if that's not the intent of the game, make everything more obscure so it causes me to learn the expected gameplay flow.
I've seen a few screenshots of game stats, and they all have one thing in common: MOST DEATHS come from FALLS and TRAPS.

They die 2-3x to some boss, but then 50x to falls. I have the same experience. If exploring is deadlier than the bosses, I think something went wrong somewhere.

The level designer really loved putting in gacha moments and blind jumps. There's one area where you come across a monster and if you attack immediately a by then off-screen swinging axe would kill you. The water mills in Forsaken Mine, if you hit the side of the platforms, it damages you and you fall lol why even? Some jumps you have no choice but to try blindly because even the look function is worthless.

And yeah, the double jump sometimes fails to work, died a few times on the jump to the drakefire demon due to this. Seems there's a limited window after the initial jump where the double jump can be used.
null Apr 22 @ 3:00am 
Yeah. That's my experience too.
Many of the platforming challenges require you knowing the course in advance. It's just poor level design.

Rifts (not sure if they count as deaths) and vanishing platforms are by far the worst offenders, because not only do you need to know the course in advance 1 mistake and you're out.
Last edited by null; Apr 22 @ 3:00am
I just spent 3 hours in the Mines area dying to the *same* platform jump.. because the tip of of my helmet's feather plume touched it. If that isn't a bug it's waaay beyond artificial difficulty. Not even Blight Town on release was this bad.
Last edited by Jeanne d'Arc; Apr 22 @ 3:29pm
kinohki Apr 22 @ 4:41pm 
Man the amount of times I've rolled off ledges due to the extra roll distance from light equip is too darn much lol.
I spent a solid ten minutes dying to the dual pendulums in the Forgotten Catacombs because I couldn't figure out the timing and I think I went from loving this game to absolutely despising it in that time lol
Last edited by Prinny𖤐Wesker; Apr 22 @ 9:05pm
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